Shotbeak Games

Considering that I am reinstigating a devblog of some sort, I’ll start it off with a brief history of how it started and where it’s gone and where it is (hopefully) going.

Roach Toaster 2 is the sequel to Roach Toaster 1 (what??). My intention with this game was to take the awesome stuff from Roach Toaster 1 and pile it into a new more polished and professional package. RT1 had its merits but was buggy, had crappy graphics and the gameplay wasn’t “that” concise.

A screenie of RT1… Yes, this level really tested your skill:

Luckily there were a few people that saw past its veneer for what it really was! RT1 won 2 competitions, and was acclaimed for its no nonsense “fun” gameplay.

So, wanting to do it more justice, Roach Toaster 2 was born in June 2006. My initial intention was to increase the scale of the game. Instead of defending just a neighbourhood you are now defending a whole city, dubbed “Big City” (what??).

There were teams/enhancements and an intricate team movement system. During the whole process of developing RT2, my mettle as a newbie designer was being tested all the way. After countless iterations, I decided to drop the whole elaborate and stick to what Roach Toaster was intended for: “Simple rules that lead to complex gameplay”. This was the motto for the competition I devved RT1 for.

Like I mentioned in my previous post. Although Roach Toaster (1+2)’s gameplay has its merits, it can’t keep the whole game afloat without adding other over-arcing elements. So… Instead of adding more gameplay elements (which is hard to balance and test), I decided to revert back to just what RT1 so great. A compelling storyline/campaign.

So, as of now a year and a half into development (OMG), I am busy with the campaign. Its up to level 6 moment.

P.S. I am going on holiday soon, so if I don’t post any blogs or devblogs, it means I am away.

Leave a Reply

Proudly powered by WordPress. Theme developed with WordPress Theme Generator.
Copyright © Shotbeak Games. All rights reserved.